I'm Makin' A Game: Axes
by fobwashed
UPDATE What's new this update? Short and sweet is, I've added the upwards throw to attack things in the air and also to get behind things that are directly in front of you. I've also added aiming controls. I'll add the full deets in a post below in the comments to keep the initial post clean. I've added an Axe! So now that that's out of the way, I'll go into some more detail about what's going...
UPDATE
What's new this update?
Short and sweet is, I've added the upwards throw to attack things in the air and also to get behind things that are directly in front of you. I've also added aiming controls. I'll add the full deets in a post below in the comments to keep the initial post clean.
I've added an Axe!
So now that that's out of the way, I'll go into some more detail about what's going on here and some of the other background thingamabobs I've thrown in.
What's with the rotation?
The axe will rotate when thrown. If it hits an enemy or object with it's bladed side, it'll do full damage, stun and knockback and whatever other effect I might wanna throw in later on. If it hits with the stick side. . . well, it does greatly reduced all of the above.
What kind of control will the player have?
Currently, the playe has the ability to give it a slight quick charge to increase it's speed. In addition to this, if thrown while the player is running, it'll increase the speed even further. I've set it up so that the axe at varying speeds should still hit blade first at about the same areas so that the player can learn to set up proper distances to get the most out of their axe throws.
What I'll be adding in the future
I'm planning on having all my items be somewhat upgradable and the axe will partake in this madness. The axe specifically will have an upgrade (that I'll come up with a cool name for I'm sure) that's a sort of gyroscope dealie at the spin point that will counterspin causing the axe to always hit and fly with the bladed end forward. In addition to this, maybe an explosion after a successful hit? I dunno, the sky's the limit.
Considerations
Now, here's where I could use some actual suggestions. I was considering the alternate fire for this weapon to be an upward arcing toss like you'd see in a classic Castlevania game. There's going to be considerable air combat and aerial enemies as well so being able to throw it upwards may be useful. The problem with this is how much aiming control will I give the player? Should I vary the height that it gets thrown based on the charge time? Or should the height be locked and maybe the distance it goes at that height be the thing that changes? Also, this isn't a strictly 2D game so should there be any sort of upwards or downwards aiming? For that matter, Should the regular toss also have an aiming option. Maybe like the coins. . .
What else is New?
Since the last one, I've continued work on the dialog thing with NPCs but I didn't feel it's gotten far along enough from before to be in this vid. I've added the ability for the player to make choices that effect the NPC, or whatever else by responding during the dialog. The bigger thing you may notice is the item wheel. This is totally temporary. It's a cheesy wheel with a ghetto arse arrow as a selector and currently gives off no real information. I'll be drawing, updating and making it all around more user friendly later on. I put it in for now because I needed a way to swap my items around during testing. Also, I've changed the slow motion watch so that you can charge it to work for a longer period of time. Of course, charging it will cause it's use to be more expensive energy wise. I've also started working together elements of air combat again. Currently it's just ground moves in the air but like everything else, this is a WIP and it's all placeholder.
Thoughts, comments, or ideas are welcome and appreciated =)